Library / Bestiary

Daemon, Hydrodaemon

CR 8.00 Outsider NE Large
The skin on this frog-like fiend is clammy and its eyes look dead and milky; its wide face is split by a fanged maw.

While at first glance these creatures seem like enormous and foul boggards, their dangerous gait, dead eyes, and wicked claws give away their fiendish nature. In their home environment, hydrodaemons swim the sickening rivers and seas of Abaddon and the River Styx, ducking beneath the rivers of pus and bile only to leap out at enemies and rend their flesh with tooth and claw. It is said these are among the few creatures able to survive in the deadly waters of the River Styx. When called to the Material Plane, hydrodaemons serve powerful spellcasters, protecting domains dotted with pools, streams, and even sewer complexes. Associated with death by drowning, these fiends use a favored tactic to draw the most anguish from their victims. Hydrodaemons first attack with their inky black sleep spittle, hoping to render victims unconscious. With their opponents unable to fight back, hydrodaemons drag their enemies into the foul waters they call home and delight as the liquid fills their victims' gasping lungs. If unable to drown a victim, they finish the job with jaws and claws.

Hydrodaemons possess an awkward gait, springing back on their heels and leaping about like humanoid frogs. Even so, they move in an unpredictable manner, twisting their bodies with each hopping movement. Hydrodaemons can also unfurl flaps of skin that allow them to glide through the air. Hydrodaemons stand 10 feet tall and weigh upward of 3,000 pounds.

STR
18
DEX
15
CON
18
INT
9
WIS
11
CHA
14
HP
95 (10d10+40)
AC
20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)
Speed
30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
Init
+2
Melee
bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
Ranged
sleep spittle +11 (sleep)
Space
10 ft.
Reach
10 ft.
BAB
+10
CMB
+15 (+9 grapple)
CMD
27
Fort
+11
Ref
+9
Will
+3
DR
10/cold iron or silver
SR
19

Weapons: Martial, Simple

rake (2 claws +13, 1d6+4)

amphibious

Glide — A hydrodaemon can launch itself into the air and glide along for 1 minute, gaining a fly speed of 40 feet with average maneuverability. While gliding, the hydrodaemon gains the pounce ability.

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Point-Blank Shot from Feat

<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Precise Shot from Feat

<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard &ndash;4 penalty on your attack roll.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Fly +0, Intimidate +14, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +10, Swim +21

spell-like abilities:
Constant—Detect Magic, Constant—Water Walk, At will—Acid Arrow, At will—Deeper Darkness, 3/day—Control Water, 3/day—Teleport, Greater, 3/day—Summon Monster V, 1/day—Desecrate
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon)
Organization
solitary, gang (2-5), or mob (6-12)
Treasure
standard
Senses
darkvision 60 ft., detect magic; Perception +15
Languages
Abyssal, Infernal; telepathy 100 ft.
Source
Bestiary 2
Sources Used in This Record
13 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Point-Blank Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Precise Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Water Walk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Acid Arrow (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Water (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Monster V (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Desecrate (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.